Talk:Epic Path: Difference between revisions

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::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).


==the 15 minute work day==
* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]]Too powerful for being the same caster level as Hold Person, but good flavor.
are we happy with the number of encounters per day we are averaging? Is there a good sense of resource use in each encounter? too much? too little?
* may want to consider ways to encourage the players to push a little further, just one more encounter, either with carrots or sticks (or both)
:* carrot - action points are better, depending on how many encounters you've already faced this day (since last full-night's rest).
::* 3rd encounter - may use action point as though it is round 2, even in round 1
::* 4th encounter - may use action point as though it is round 3, even in rounds 1 or 2
::* 5th encounter and later - may use action point to declare a die roll a success, even when it was a failure (during combat), or any of the 'optional' action point uses might come online.
:* stick - gm gets an action point they can use once during an encounter, if the party fails to achieve at least 3 encounters in a day.
::* could be something else, besides an action point -- spend the karma point to prevent a character from receiving a saving throw, or to declare a die roll to have succeeded where it failed, etc.
 
[dgw] Why?  What problem are *you* trying to fix?  I assume this is in response to the video I shared, but I would still be interested in what you are interested in fixing about your own game design :-)Aren't we already averaging 3+ encounters within an "Adventuring Day"?
:In response to your suggestions, I am philosophically opposed to the "stick" path.  As for a carrot, how about a modification of your suggestion:
::*2nd encounter - may use action point as though it is round 2, even in round 1
::*3rd encounter - may use action point as though it is round 3, even in rounds 1 or 2
::*4th encounter - players may sacrifice an AP to refresh a Daily ability or recover a spell-slot
::*5th encounter - players start combat with 2 AP
::Each line includes the previous lines as well (e.g. 4th encounter you can use your AP as if it were round 3 from the start OR you can sacrifice it to recover an ability/spell-slot).


==Highest Priority Things To Do==
==Highest Priority Things To Do==

Revision as of 22:26, 4 March 2018